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two rivers
Posted: Fri Nov 02, 2012 11:37 pm
by Evilina
Seems cool and well laid out to bad the shops don't work but this is more about introducing new players.
So a new player has read the books and of course wants to exit to two rivers, there's not much exp to stat off of, maybe one or two tries and idle for repop plus what happens when they get them decent stats and are ready to level? The nearest higher level exp is s and n luggy, s caemy, ne caemy, that's a longer ride than a newb should be expected to take.
Do you guys plan on flooding two rivers with statting mobs?
Are you considering flooding n rd area with higher exp mobs?
Re: two rivers
Posted: Sat Nov 03, 2012 8:43 am
by Tyson
Like Rhinos??
Re: two rivers
Posted: Sat Nov 03, 2012 7:34 pm
by Evilina
Yes like just like rhinos but not necessarily rhinos.
Re: two rivers
Posted: Sat Nov 03, 2012 7:36 pm
by Evilina
Just an idea, remove entrance to hyena and lion zone and connect that zone from luggy w gate to two rivers most eastern room and call it altara plains, higher exp mob problem solved, an alternate route to caem imped, all without having to write up a new zone.
Re: two rivers
Posted: Tue Nov 06, 2012 9:09 am
by Nyoga
you tryign to make this mud have 3483872348732437 exits/connections like wotmud? NO. dont connect shit to anything.
Re: two rivers
Posted: Tue Nov 06, 2012 11:34 am
by Evilina
The poor newbie last night didn't appreciate the zone not connecting to the rest of the mud. lol
They also complained about there being to many ride rooms.
Re: two rivers
Posted: Tue Nov 06, 2012 2:00 pm
by Galnor
Fixed the connection issue...
Re: two rivers
Posted: Tue Nov 06, 2012 2:32 pm
by Chase
I agree with Evilina. This will just help raiding so there's two ways to run around rather than just one big path from Baerlon as it is now
Re: two rivers
Posted: Tue Nov 06, 2012 5:33 pm
by Tyson
Yeah, I was trying to help said newbie and she was stuck in that zone. No way to get to her, couldn't loc/gate, reached a dead end and there are like a million arbitrary no ride rooms south of Baerlon that surely are not intention because they have "road" in their name etc.
Re: two rivers
Posted: Tue Nov 06, 2012 6:38 pm
by Galnor
Interesting... Looking for those rooms now. Thanks.
Re: two rivers
Posted: Tue Nov 06, 2012 6:42 pm
by Galnor
Should be fixed now. Let me know if there are any other strays... We really need to make Inside not the default room sector, heh.
Re: two rivers
Posted: Tue Nov 06, 2012 6:44 pm
by Galnor
Also I wouldn't mind adding a connecting zone between Lugard & EF. It might actually be a good idea.
Apparently Koradin is a description-writing machine.
Re: two rivers
Posted: Tue Nov 06, 2012 6:55 pm
by Tyson
So can you now reach the newbie zone and loc/gate in etc? Also I was wondering... How exactly does loc/gate work in terms of zone orientation. Like if you think of say south lugard - 4k - baerlon - 2 rivers as a square... can i gate from south lugard to 2 rivers? geographically its a short cut but in reality i've got to walk the entire perimeter of the square if that makes sense...?
Re: two rivers
Posted: Wed Nov 07, 2012 8:39 am
by Nyoga
I wrote killer descriptions. Some sorry bastard deleted all my zones.